Belt Imunity rework if not redone

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Green Cat
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Belt Imunity rework if not redone

Post by Green Cat »

TL;DR
The only reason why people add this is to avoid being moved by belts, something that, with space age dlc, was not improved in any form or way. As such I want to suggest 2 variations: legenday vehicles to insted get a Break (stop) bonus + no crash if friendly building. With lower quality getting lower break power as well as doing damage to friendly building depending on quality rank. This is for vanilla tank and car. However mods can add more vehicles. Also for spidertron and similar: ability to walk on water with massive electrical consumption. Meaning you will need legendary quality (aka lower consumption) if you actually want to cross large pools of water.

What?
Simple: it's an essential equipment that is not essential so it really makes no sense
Why?
Simple, that equipment is 1 by 1 grind it's annoying to have it in your inventory since since it's using up a slot that could be used in different ways, or creates gapes. And of course, not having it, can be extremly annoying as well. Meaning it's a no win situation. And the higer quality don't even change anything due to them.


I will list suggestions:

Mec armour: a new button, if clicked, the fly ability is turned off (optional: new achivement of getting killed by trains while wearing an armour). And if on, the mec armour will fly over belts. Meaning we don't need to use any slot for the belt imunity exactly because we won't even touch it. And heck. if someone does want to be dragged by the belts, they can just turn off the fly ability. Main ideea is why do we need belt imunity when the mec armour can make us fly???

Normal armour: in adition to the belt imunity, the ability to cross on or just over, pipes, and any low high building, like let's say the solar panels and accumulators, meaning this will be perfect if you build tens of thouhsens of them. Will consume electricity.

Any vehicle (not counting spiders): in addition to the belt imunity, they get break boost (like how it is with trains) as well as reduction to any impact damage done against own buildings. Including trains (man, you talked about getting killed by train, did you ever see what happens when a high speed train hits you when your crossing the rail in an tank?). As an exemple, having mutiple of them, will give you a further boost in break force as well as reducing impact damage. On legendary level, the vehicle to stop as if you hit water (aka full stop in an instance regadless of your speed).

Spider: 1st of all, can we please stop the spider's legs to go due to belts? it makes no sense to even use the spider on belts vs vehicles that you can use as a moving request chest. It also uses up a grid slot. Makes annoying sound. And most of all, it's annoying to see it. So. Suggestion one: belt imunity is not even needed because spider don't get affected by belts since it will step on non belt. Suggestion two: if we do need belt imunity since spider's legs won't get auto imunune, not even at legendary level, at least add a special ability that allows the spider to walk on water. Consumes electricity so legendery is needed for it to even be usable on large water, and I do include, legendary batteries.

Bonus: the night visions.... why are they 2x2? why can't the mec armour have it by default? Heck, why can we not remove night vision completly and, when we unlock and wear stronger armours, we get a new button that if pressed, nightvision is active. And speaking of night vision, can we get an in game tick box to have it on all the time since it's very annoying when, as day comes, it turns off. We use it to see clearly, so there makes no sense why there are gaps. Also, legendary = as if it's day. Since again, only lower electricity consumption at legendary is not ok for an essential equipment for our main character
eugenekay
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Re: Belt Imunity rework if not redone

Post by eugenekay »

Green Cat wrote: Mon Aug 25, 2025 10:16 pmBonus: the night visions.... why are they 2x2?
1084px-Night_vision_goggles_experimental.jpg
1084px-Night_vision_goggles_experimental.jpg (201.68 KiB) Viewed 30 times
Night Vision equipment is not a magical pair of eyeglasses that "adds light": they are large, bulky electro-optical devices. The 2x2 Grid size forces you to make decisions about what equipment to give up - not just stick them into an empty 1x1 spot instead of a Portable Solar Panel.

Image from Wikimedia Commons

While there are some interesting points in your posts, it is worth mentioning that they are not always “on topic”, with multiple disconnected suggestions in a single Thread. Night vision goggles have nothing to do with Belt Immunity; yet here we are. :-)

I think Belt Immunity is fine as-is. Not every entity needs to have a unique Quality mechanic.
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